[SCR] Fix for manual jumping (v1.20)

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Gazz
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[SCR] Fix for manual jumping (v1.20)

Post by Gazz » Thu, 10. Apr 08, 23:17

Das entsprechende deutsche topic ist hier.

If you use a Nav Command to jump your ship somewhere then all Wingmen and Escorts will jump with you.

If you use the Jumpdrive Hotkey they stay behind, wondering where you went. Morons.

This AL-Script finally fixes that. (And it only took 2 years!)

If escorts have too little energy (or no jumpdrive at all) they complain with an audio message so they won't get lost unnoticed.
No logbook entry. There's too much spam in there already.

They also complain if they get left behind when you do an autopilot controlled jump. (from the nav menu)
So no matter how you jump, you are notified when your escorts get left behind.

Only the direct escorts of the playership are checked. If the escorts have escorts, too, you have to take care of them. (*)

[ external image ] (ZIP)

Installation: Copy both files into the scripts folder.

Deinstallation: Turn it off in the AL settings menu or simply delete those 2 files from the script folder. There are no side effects.

V1.20: Fixed exessively long pause when script disabled / no jumpdrive
V1.12: Fixed endless loop bug on a new installation.
V1.10: Complete overhaul of the jumping procedure to be more inline with standard scripts.
V1.03: Script does nothing whatsoever when the player himself has no jumpdrive.
V1.02: Proper detection of followers doing AP controlled jumps already
V1.00: Followers only perform a next sector jump if they would have to fly 17+ km to reach the gate the player is at.
So if you only jump next sector but to a far gate, they will jump.


(*) The code to check the full formation already exists except for 2 lines but is disabled.
Their escorts will try to follow using the jumpdrive - my script merely doesn't play any audio messages for them.
Last edited by Gazz on Sun, 14. Sep 08, 00:48, edited 4 times in total.
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natha
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Post by natha » Thu, 8. May 08, 20:54

Great script this! I had big issues using the command console especially when i need to disengage the fight quickly (survive to fight another day and the like).
Thanks Gazz :thumb_up:

silenced
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Post by silenced » Thu, 8. May 08, 20:56

2 years ? that can't be good :/


nice work aswell gazz =)
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Gazz
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Post by Gazz » Thu, 8. May 08, 21:20

silenced wrote:2 years ? that can't be good :/
Well, if ES had implemented the hotkey jump as a real feature - consistent with the rest of the game - instead of some hack, this wouldn't have been necessary. =P
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.

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Sandalpocalypse
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Post by Sandalpocalypse » Fri, 9. May 08, 03:52

Impressive. sign please! :D

Makita
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Post by Makita » Fri, 9. May 08, 12:48

Sandalpocalypse wrote:Impressive. sign please! :D
I second that :wink:

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Gazz
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Post by Gazz » Fri, 9. May 08, 16:07

I don't think there will be any more signing.
Altough there was no official announcement about it, any kind of development on another version of the BP seems to have stopped.

Signing doesn't add anything useful to the script, only restrictions. So *shrug*.
My complete script download page. . . . . . I AM THE LAW!
There is no sense crying over every mistake. You just keep on trying till you run out of cake.

Makita
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Post by Makita » Fri, 9. May 08, 19:21

Weather they do or not, it was meant as a compliment :D

TheBeast2
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Post by TheBeast2 » Tue, 9. Sep 08, 19:22

dos this work for x2 too?

Brisos
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Wingmen jumping (I know it is an old question) - script

Post by Brisos » Sat, 13. Sep 08, 15:34

I finally figured out how to get my 2nd ship to jump with me. If I got it correctly I must go in my own ship's commands and select a jump option from there for a wingman to jump with me.

The problem is that it requires a lot of actions to get to that menu. Is there a script that allows you to use a hotkey for jumping with wingmen so I only have to use one key?

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Gazz
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Post by Gazz » Sat, 13. Sep 08, 17:38

I suggest you look at the script download sticky and search for "jump".

It's not that hard...
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raleksandr
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Post by raleksandr » Sat, 13. Sep 08, 19:17

Hi. There is no need for going into any menue to give an extra order. You need to modify some of your scripts in a following way: In your script when you order your vessel to jump into any sector add local variable for new dwstination where you will store new sector that would be stored with your vessel, in a script that orders other vessels to follow you use script command to get that local variable assosiated with your new destination and cript commant to order your following wessels to jump into that sector. Or, you may use other approach: use your following vessels to get sector for a ship (your vessel) they should fololow and then script a jumping order. Good luck! :lol:

proflex87
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jump

Post by proflex87 » Sat, 13. Sep 08, 20:39

use the advanced jumpdrive :)

if you and your wingman have one and you are using the protect command the 2nd wil jump one sec. before you.

the only downside is that the 2nd will fly to the nearest jumpgate after entering the destination sector before he flys back to your side.
but still it works and is not as bad as it sounds.

Brisos
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Post by Brisos » Sat, 13. Sep 08, 22:42

Did not realize there was a sticky with all mods... Easy enough indeed.

The advanced jumpdrive would work if I had the cash. This is still the beginning of my game and I only have 2 fighters, a mercury and pocket change left :P although I seem to have been playing for more than 24 hours according to my save games folder... :oops:

Thanks for the replies.

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Gazz
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Post by Gazz » Sun, 14. Sep 08, 00:52

Version 1.20 released.

Under certain conditions the script used to take a 90 minute nap.
My complete script download page. . . . . . I AM THE LAW!
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lardons
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Post by lardons » Sun, 8. Feb 09, 02:08

Your link reaches to another site full of links... It's ok you're proud to be German, I'm proud to be Flemish. But I'm not going to wade true that list to find your mod...

Schabernack
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Post by Schabernack » Sun, 1. Mar 09, 10:44

@lardons ? That Site has english as german descriptions for each download Link, and if you ever heard something like "browser search" that includes the use of strg+f(Edit: in firefox).
But you can surly do it the oldschool way and just read over any script ;)

will try that script now sounds great.

edit:
"There is no possible incompatibility unless ships can jump without EC in your game."
well the advanced jumpdrive script from cycrow adds the energy free jump option. As long there are energy cells on board for the script to test there would be eenough for the jump, but wouldn't be used from the adv jump drive, would there still be compatibility problems?

actual version 1.51 by draffutt
http://forum.egosoft.com/viewtopic.php? ... &start=360
http://forum.egosoft.com/viewtopic.php? ... sc&start=0
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rkrisher
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Post by rkrisher » Sun, 3. Oct 10, 21:36

Can this script be changed to include the player ship? I'm starting a fresh game with a bunch of other scrips and haven't mapped out all the sectors yet. When I try to do a military mission where I meet up with the fleet before they jump off to battle, I cant jump with them if the sector they are going to is not on my map yet. I would at least like to follow their jump like when Julian and Saya were following Don Morani and she would transmit the jump coordinate to me.

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